Wheeled & tracked vehicle physics

PhysX Vehicle

PhysX 5 raycast wheeled and tracked vehicles: editor templates, drive input, scripting, and debug draw. Shipped; upstream O3DE has no equivalent built-in Gem.

Overview

Upstream O3DE core does not ship a built-in PhysX Vehicle Gem. DawnEngine PhysX Vehicle simulates cars and tracked platforms on PhysX 5 with a raycast suspension model: one dynamic chassis rigid body, ground rays per wheel (or road wheel), spring–damper suspension, and tire / track contact forces applied each physics substep. Vehicle logic lives in this Gem and does not use the NVIDIA PhysX Vehicle SDK.

Built for racing, military, and heavy-equipment simulation: data-driven editor assembly, starter templates, keyboard/gamepad assist, plus Lua / Script Canvas control and state buses.

Key Capabilities

  • Wheeled and tracked: Ackermann steering, anti-roll, differential layouts; tracked differential steering and anisotropic friction.
  • Data-driven assembly: chassis / drive / track components serialize to Prefabs; one-click templates.
  • Input and scripting: built-in Drive component, or drive via VehicleControlRequestBus / state buses from AI and scripts.
  • Visual sync: optional wheel mesh pose sync and track travel distance for UV scroll.
  • Debug: suspension rays, contact points, and tire-force draw.

Use Cases

  • Drivable vehicles in games and training sims.
  • Tank / construction tracked platforms.
  • Autonomy demos wired to HTN and Navigation3D.

Vehicles supply physical motion while HTN decides and Navigation3D or ground nav supplies paths, with stable high-speed motion under double-precision large worlds. Manuals: docs site.